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Thread: VDM 2.2 for IMPERIAL DESTROYER project

  1. #161
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by Senryakku View Post
    Yes, I figured it out after simply playing with your mod. Basically this is a way to make the AI proactive with the player and receive more diplomatic offers ?


    I have another question about nationalization. I just captured wuttemberg and got a red flag on the region panel. When I click one the "?", it gives me the error message saying I don't have enough points, the region is already yours or I need to wait. So I waited 1 turn and tried to do it again but it didn't work.
    I have 250 management points is that not enough ?
    Do you still have expansion=10, red flag? Does your prime minister have trait Expansion? Did you have 100 admin points last turn? Do you make saves in english?
    Last edited by VadAntS; July 10, 2015 at 01:07 PM.

  2. #162
    GRANTO's Avatar Domesticus
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by Senryakku View Post
    it's "Administration" in the government panel

  3. #163

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by VadAntS View Post
    Do you still have expansion=10, red flag? Does your prime minister have trait Expansion? Did you have 100 admin points last turn? Do you make saves in english?
    For some reason it worked after defeating a rebel army, on the next turn I received expansion trait.

    And now I have another problem... inflation. I don't have more than 20000 coins since several turns, I don't exceed the army limit yet inflation keeps rising and rising, I'm sitting on 10% inflation. And when I use control points with the finance minister it does nothing.

    Spoiler Alert, click show to read: 



  4. #164
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by Senryakku View Post

    And now I have another problem... inflation. I don't have more than 20000 coins since several turns, I don't exceed the army limit yet inflation keeps rising and rising, I'm sitting on 10% inflation. And when I use control points with the finance minister it does nothing.
    You get inflation when you have more then 10000 coins. Only minors (1 region) gets inflation after 20000 coins. If you use admin points it's -2%, but inflation for each turn is +3%. So on the next turn you will get +1%. You have to spend money.

  5. #165
    ShellShok's Avatar Foederatus
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    I confirm - tough economy, very brutal. Can you please make it less bit flexible. With chance to remove the negative effects/traits

  6. #166
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by ShellShok View Post
    I confirm - tough economy, very brutal. Can you please make it less bit flexible. With chance to remove the negative effects/traits
    You can remove the negative traits by using admin points.

  7. #167

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    How do you know how many admin points you have? Is it shown somewhere?


    Awesome mod btw. I am speechless. 17 years into my campaign as Denmark. I took Stockholm and was barely hanging in there. But I went to Nationalize it to help quell the rebellions and it caused Norway to absorb into my country. Needless to say, it took a revolution to get things back under control. I lost Norway as a result, but my faction is much stronger and stable. Now all set up and ready to take it back tomorrow!

  8. #168
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by Switz View Post
    How do you know how many admin points you have? Is it shown somewhere?
    it's "Administration" in the government panel

  9. #169

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Hi,

    Vadants,

    After a little search and some tests, I figured that enemy rakes/assassins, only become visible when they fail an action like sabotage or killing another agent.
    With this in mind, is it possible for you to add an rake discovery chance to the failed 'incite rebellion' action?
    It's a real pain, not being able to detect enemy rakes when they are in your regions promoting rebellions.

    Thanks,

  10. #170
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Hi,
    PMPG
    you have to use rakes and gentlemen to find enemy agents. Enemy agents may not be in the settlement.

  11. #171

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by VadAntS View Post
    Hi,
    PMPG
    you have to use rakes and gentlemen to find enemy agents. Enemy agents may not be in the settlement.
    Ok,
    I will run more tests to see if I can find any rake, but I'm pretty sure that in Empire:TW rakes only become visible after they failed a subterfuge mission ( sabotage, kill or infiltration).

    Thanks,

  12. #172

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    I agree. A rake destroyed my campaign because after 15 turns I could never find him.

    Also, while using VDM whilst playing as Denmark, every large European country declared war on me. They never invaded but wreacked havoc on my trade and ports. Was them declaring war on me a result of VDM or just bad luck?

    If it was VDM, which script removes countries declaring war on small countries. I prefer playing as a small country with one starting province so I typically grow very slowly before going to war instead if hit the ground running mentality.

  13. #173
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by Switz View Post
    Was them declaring war on me a result of VDM or just bad luck?
    VDM doesn't affect on this.

  14. #174

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    10-4. I know VDM has an effect on how a war ends. Didn't know if it also influenced how one starts. Good to know. Just sounds like bad luck and a campaign with no war between France and Great Britain = Trouble for the human player.

  15. #175

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Hi,

    Vandants,

    You were absolutly correct. Rakes can indeed discover other rakes on the campaign map. THe chance of discovery as to do with the subterfuge level of each rake. it also may take more than one turn so if the enemy rake is on the move, its much much harder to find him. (don't understand why CA never explained in detail this mechanics!)

    Thanks,

  16. #176
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    VDM updated:
    - fixed mistake in Manpower script.

  17. #177

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Hi VadAntS ,
    İs there any chance to stop expansion unhappines its make jobs really difficult for me

  18. #178
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by emir_49 View Post
    Hi VadAntS ,
    İs there any chance to stop expansion unhappines its make jobs really difficult for me
    you have to nationalize new regions by using admin points.

  19. #179

    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    I know it comes bit intresting to you but ı must ask;
    What is this admin points and how can ı use this?

  20. #180
    VadAntS's Avatar Miles
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    Default Re: VDM 1.9 for IMPERIAL DESTROYER project

    Quote Originally Posted by emir_49 View Post
    I know it comes bit intresting to you but ı must ask;
    What is this admin points and how can ı use this?
    Please, read description for more details.

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